Wroński is well known in the industry for his technical talks on next-gen graphics and volumetric fog effects at GDC and Siggraph, and has previously been working at Ubisoft Montréal and CD Projekt RED.

His Linkedin Profile (which still doesn’t indicate his new role) is quite enlightening on his many proficiencies:

Refactor of most of core and engine systems (streaming system, save system, etc.).

Refactor and redesign of whole post-process pipeline for Xbox 360.

Performance and memory optimizations.

The Witcher 2

Memory management

Resource management

Creating tools for profiling and optimization

Post-processing programming

Lighting programming

General rendering programming

Direct work with artists

Given the nature of his contribution and the fact that basically every game he worked on looked (or looks) absolutely awesome, there are few doubts on the reasons why the house of God of War wanted Wroński to be part of the team.

Hopefully we’ll hear more details on the PS4 game (or games) the studio has been secretly working on after God of War: Ascension, but considering Wroński’s expertise and the well known talent of the whole studio, I’m quite excited to see how it’ll look too.